Node Hell - Code for Nodes


Hello, 
Nodes, Nodes, Nodes, Codes, and Nodes. 
I have been hard at work making the StatManager/component reflect the updates in the skill tree and lawn. Most of it is coming together, though I'll be real, some of the other upgrades I've had to shimmy and put on hold due to difficulty. Things like attacks cost less stamina while of grass break the mold of math and are not the most optimized as it runs through StatManager to the other sections in the health component and partly on the play... Not optimal,  but close, I want to take a small pause before just making spaghetti for breakfast with the code, and see if there is a better way to rethink some of these. Though it'd be easier to just give more updates at and forget these for now. We will see how much time we have left. 


As you can see above, the Nodes are really coming along. It has got a bit complicated with path following, but I plan to clean it up with the lines once all the functionality has settled in. I can't wait to balance these so the player feels like they are getting somewhere every time they purchase an upgrade. I want it to be noticeable and feel good. Not like the error I put in that actually made me do 90% less damage and I didn't even notice.... actually happened. (Math is hard sometimes)

I'm excited to have Hanna join us and take a section off our to-do list, and we can get functionality taken care of. She seems great. 

What's next is to get her items implemented and get info looking good for the nodes and finish them off. so close, then we start visually looking at weapons and a new scrolling nodes/unlockables page that plays after death only. 

It should be fun and really complete the game loop, so stay tuned!

Get Sod & Steel

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